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Re: MiM (hacked) - Updated December 29, 2012

Postby LuftMallow » Fri Jan 04, 2013 5:06 am

Ivan-Aedler Wrote:
LuftMallow Wrote:Hello everyone, it's been awhile as I took a break from making stuff in Flash for a month, but I'm back with a small project. During that break I've been coming up with some ideas on how to handle the rest of the Koopalings, and so far Lemmy is the furthest along. I'm balancing his dopey look without making him look too out of place for the games. I'll definitely put priority on making his face, hands, and height better, but if anything else catches your eye, I'd like to know. He'll be the base for at least two of the other Koopalings

Happy 2013, Luftmallow!
That's Really nice, I like this design!

Do you want my current koopalings FLA? I think the chest you made can look better on them ;)

Yes, I'd like to have that. All I have to work with right now is Morton and the Wendy that was made off of Peach. Anything that would make it easier matching the style I'd be thankful for having on hand.
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Re: MiM (hacked) - Updated December 29, 2012

Postby Blargh » Sat Jan 05, 2013 4:02 am

Ivan-Aedler Wrote:Happy 2013! I hope we all will get so many updates and interesting things even ourselves will be aroused :mrgreen:

No problem , great man ;)
I'm with some surprises, but you should use them later. For example, Geno character (from Super Mario RPG) and Phanto, who is now working! ;)
Take a look! (do you imagine any teasing/incorporation scene with him?)
It works in your version immediatelly, because it's a 'copy and paste' entity ;) It only uses Peach as the target. You only need to set a , say, _root.PhantoWokenUp variable with something (like Peach getting a key). You dont need to make her grab a key with animation, etc. You just make the key disappear (she will keep the key with her), then the HUD can show she has a key. Upon reaching the door, the key disappears and the door opens normally.

Yes. :idea: I can absolutely think of something to do with him. It won't be like his normal powers, or a normal kind of scene in general, but I definitely have a scene idea that will work well with him, or at least wouldn't work well with just about any other enemy that I can think of. O_O

And Happy New Year! ^_^ I hope to get back on track this year and return to normal speed.

LuftMallow Wrote:Hello everyone, it's been awhile as I took a break from making stuff in Flash for a month, but I'm back with a small project. During that break I've been coming up with some ideas on how to handle the rest of the Koopalings, and so far Lemmy is the furthest along. I'm balancing his dopey look without making him look too out of place for the games. I'll definitely put priority on making his face, hands, and height better, but if anything else catches your eye, I'd like to know. He'll be the base for at least two of the other Koopalings.

Happy New Year, LuftMallow, and welcome back! ^_^

That really looks awesome! O_O A bit flat more than skinny (or like a basketball player for the dimensions >_>), and his Mohawk looks like it's receding already, but still damn good! ^_^
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Re: MiM (hacked) - Updated December 29, 2012

Postby Ivan-Aedler » Sat Jan 05, 2013 4:20 am

Blargh Wrote:Yes. :idea: I can absolutely think of something to do with him. It won't be like his normal powers, or a normal kind of scene in general, but I definitely have a scene idea that will work well with him, or at least wouldn't work well with just about any other enemy that I can think of. O_O

Great! I've sent him!

Hey Blargh! How about a new Blooper scene? Luftmallow made this scene (2011) and we can reuse them ;)
viewtopic.php?f=7&t=1172&p=26792#p27139

As for the newest update, I really like the credits scene, and I must ask you, why not making Peach do this as well while in the game? (like pressing a button in the throne?) ;)
I've found a little bug in one of the dicks. I think it's the koopa dick. When you select it, Peach hands are not touching it right.
Last edited by Ivan-Aedler on Sun Jan 06, 2013 10:14 pm, edited 9 times in total.
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Re: MiM (hacked) - Updated December 29, 2012

Postby blahgobb » Sat Jan 05, 2013 11:03 am

do you think you could add more characters than just nintendo like sonic characters and stuff like that?
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Re: MiM (hacked) - Updated December 29, 2012

Postby Blargh » Mon Jan 07, 2013 6:21 am

Ivan-Aedler Wrote:Great! I've sent him!

Hey Blargh! How about a new Blooper scene? Luftmallow made this scene (2011) and we can reuse them ;)
viewtopic.php?f=7&t=1172&p=26792#p27139

As for the newest update, I really like the credits scene, and I must ask you, why not making Peach do this as well while in the game? (like pressing a button in the throne?) ;)
I've found a little bug in one of the dicks. I think it's the koopa dick. When you select it, Peach hands are not touching it right.

Got him, thanks!

I would indeed add that scene (I really feel like re-doing the existing scenes too), if I can get an FLA of it.

And you can already click on the throne in-game to activate it. >_>

blahgobb Wrote:do you think you could add more characters than just nintendo like sonic characters and stuff like that?

Yes, if a compatible FLA or PSD appears. Getting somebody to draw them in the first place is the hard part. <_<
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Re: MiM (hacked) - Updated December 29, 2012

Postby AsianP3rsuas10n » Mon Jan 07, 2013 6:33 am

I think we should include Luftmallow in the game ;) haha make everyone that contributes a lot, a character in the game haha. He'll be a flying marshmallow in the background and if u can manage to click him you get a bonus picture! :lol: :lol:


All joking aside, how are you Blargh? I dont think I said Happy New Years to you yet. How was 2012? :lol:
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Re: MiM (hacked) - Updated December 29, 2012

Postby Ivan-Aedler » Mon Jan 07, 2013 6:52 am

AsianP3rsuas10n Wrote:I think we should include Luftmallow in the game ;) haha make everyone that contributes a lot, a character in the game haha. He'll be a flying marshmallow in the background and if u can manage to click him you get a bonus picture! :lol: :lol:

He really deserves it! (like Quiz)
Hey Team ! Lets talk :P (its better NOT to disturb Phanto - dont click! Mostly when its moving!)
Puzzle: WHO is Phanto chasing?

Click to Play
(Javascript Required)

team1.swf [ 307.27 KiB | Viewed 3780 times ]

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Re: MiM (hacked) - Updated December 29, 2012

Postby OwnerOfSuccuby » Mon Jan 07, 2013 1:59 pm

Hello. Find some bugs that i did not see before. When you come back to castle from the first boss you see a bomb that blows and make peach all white.
But the animation of it now have a mistake and it blows righter than charecter stands.

Some mistakes in ghost city - at the end of the stage is the wall that teleports you in top of it and you get bug and can not play next.

By the way, may be it is better to make the game like not one big world ? And seporate it a little on levels like it is in MiMs version. I do not like in his version that he put to many of things that do not use - it do not make game more interesting and i like your Peach model more :mrgreen:

But in MiMs version it is good that world is seporated by levels. I mean it is good that it is a one big world and you can always go to the beginning, but it is hard to understand where to go. And it i a little strange that if you fall in whater before boss you lose life and if after you go to new location.

May be it is better to make locations smaller - or player will get advices where to go ? Becouse it is impossible to understand where to go i think :roll: :mrgreen:

Or for example it is good that it is one big world and make a map - that can transport you to opened locations or show how locations are connected and where you need to go. May be some kind of helper that you can always to ask the hint where you need to go and what to do ?
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Re: MiM (hacked) - Updated December 29, 2012

Postby Ivan-Aedler » Mon Jan 07, 2013 4:54 pm

OwnerOfSuccuby Wrote:I do not like in his version that he put to many of things that do not use - it do not make game more interesting and i like your Peach model more :mrgreen:

Interesting enough, you should say this to my post too ;) Thats because I can improve all of this. I've had a lot of work last year, but it will not be hard to add PS Peach model Blargh uses. The last voting pool showed more than 30% wants PS Peach. And you should explain those 'things that may of no use'. ;)

Blargh is already planning a HUB, where you can go to different places. Actually, you can see the map, but clicking on it wont warp you (yet).
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Re: MiM (hacked) - Updated December 29, 2012

Postby QuizmasterBos » Mon Jan 07, 2013 5:54 pm

Ivan-Aedler Wrote:
AsianP3rsuas10n Wrote:I think we should include Luftmallow in the game ;) haha make everyone that contributes a lot, a character in the game haha. He'll be a flying marshmallow in the background and if u can manage to click him you get a bonus picture! :lol: :lol:

He really deserves it! (like Quiz)
Hey Team ! Lets talk :P (its better NOT to disturb Phanto - dont click! Mostly when its moving!)
Puzzle: WHO is Phanto chasing?

I think I know the answer! Is it the Lab X-naut walking left to right in the background?
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Re: MiM (hacked) - Updated December 29, 2012

Postby OwnerOfSuccuby » Mon Jan 07, 2013 8:32 pm

Ivan-Aedler Wrote:
OwnerOfSuccuby Wrote:I do not like in his version that he put to many of things that do not use - it do not make game more interesting and i like your Peach model more :mrgreen:

Interesting enough, you should say this to my post too ;) Thats because I can improve all of this. I've had a lot of work last year, but it will not be hard to add PS Peach model Blargh uses. The last voting pool showed more than 30% wants PS Peach. And you should explain those 'things that may of no use'. ;)

Blargh is already planning a HUB, where you can go to different places. Actually, you can see the map, but clicking on it wont warp you (yet).


Ammm it was a voting ? Where ? I did not understand you a lttle

I mean - for example - what is the breaking boxes in MiMs version for ? A lot of dialogs that do not let you jump and you need say ok ok - let me already start playing it :D (I was talking about it)

What is PS Peach ? I like when game is more simple - there are some things that i like in MiMs version - some kind of doors - you can enter and etc. It is good that you understand where to go. But i think some moments are a little to difficult and the motions algoritms was not suspected to make a lot of breaking objects and etc.

In this version i like that you can go averywhere, but it is a little strange that when you fall to water before boss you lose life and after get to the new stage. I think may be seporate it a little and make by stages for better understanding. And for example make a map - i will joke a little now:

1)First you go to bos and he say hi i did not se Mario and fuck Peach )) She sleaps and se a dream of how the game ends and etc. (But i little do not like that it is a little to long and you need to press buttons in it ))))
2)Then you go to home land - and what you need to do ? May be add some kind of menu when you click some where - for example it can say - "Hey Peach go to the toilet - it is a magikal pipe that let you get underwater world " or i do not know secret way to the ghost city in the storeroom"

But how player have to understand what is going on =) Not all of players like to read ingame topics - they like for example on my example :mrgreen: :
Go straight - kill boss Yes he is killed now go back we go go - no second roll characters i do not want to speak i am going home yahooo - go and fuck ! It is the wall here. What i have to do now ? :mrgreen:

I mean it is more interesting if you can understand where to go without reading a lot of NPC say to you. But if you can not read a little help some where - or for example Peach can say what is she doing and where she wants to go =)

But it is only my opinion :mrgreen: Sorry for my bad English by the way :mrgreen: :roll:
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Re: MiM (hacked) - Updated December 29, 2012

Postby QuizmasterBos » Mon Jan 07, 2013 8:58 pm

OwnerOfSuccuby Wrote:
Ivan-Aedler Wrote:
OwnerOfSuccuby Wrote:I do not like in his version that he put to many of things that do not use - it do not make game more interesting and i like your Peach model more :mrgreen:

Interesting enough, you should say this to my post too ;) Thats because I can improve all of this. I've had a lot of work last year, but it will not be hard to add PS Peach model Blargh uses. The last voting pool showed more than 30% wants PS Peach. And you should explain those 'things that may of no use'. ;)

Blargh is already planning a HUB, where you can go to different places. Actually, you can see the map, but clicking on it wont warp you (yet).


Ammm it was a voting ? Where ? I did not understand you a little[/quote]
It was two or three polls ago on the MiM PUT thread, not this one.

OwnerOfSuccuby Wrote:What is PS Peach ? I like when game is more simple - there are some things that i like in MiMs version - some kind of doors - you can enter and etc. It is good that you understand where to go. But i think some moments are a little to difficult and the motions algoritms was not suspected to make a lot of breaking objects and etc.

Ivan means PlayShapes' Peach also knowna as this versions model. Ivan uses a different one and asked people if they wanted to see the old version as well.
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Re: MiM (hacked) - Updated December 29, 2012

Postby Blargh » Mon Jan 07, 2013 9:08 pm

AsianP3rsuas10n Wrote:I think we should include Luftmallow in the game ;) haha make everyone that contributes a lot, a character in the game haha. He'll be a flying marshmallow in the background and if u can manage to click him you get a bonus picture! :lol: :lol:

Ivan-Aedler Wrote:He really deserves it! (like Quiz)

It could work as a developer level. >_> But what would Ivan be, just a hand? Wait, that'd actually work out pretty well. <_<

AsianP3rsuas10n Wrote:All joking aside, how are you Blargh? I dont think I said Happy New Years to you yet. How was 2012? :lol:

Happy New Year to you, Asian. 2012 was pretty bad, but it ended it on a rising note. 2013 is starting well. ^_^

OwnerOfSuccuby Wrote:Hello. Find some bugs that i did not see before. When you come back to castle from the first boss you see a bomb that blows and make peach all white.
But the animation of it now have a mistake and it blows righter than charecter stands.

Some mistakes in ghost city - at the end of the stage is the wall that teleports you in top of it and you get bug and can not play next.

By the way, may be it is better to make the game like not one big world ? And seporate it a little on levels like it is in MiMs version. I do not like in his version that he put to many of things that do not use - it do not make game more interesting and i like your Peach model more :mrgreen:

But in MiMs version it is good that world is seporated by levels. I mean it is good that it is a one big world and you can always go to the beginning, but it is hard to understand where to go. And it i a little strange that if you fall in whater before boss you lose life and if after you go to new location.

May be it is better to make locations smaller - or player will get advices where to go ? Becouse it is impossible to understand where to go i think :roll: :mrgreen:

Or for example it is good that it is one big world and make a map - that can transport you to opened locations or show how locations are connected and where you need to go. May be some kind of helper that you can always to ask the hint where you need to go and what to do ?

I see the bomb issue and will get it fixed. I can't find the bug in the Ghost House. I'm not teleporting on top of the far right wall, and right-click forward still works.

I'm making an adventure game like Metroid, not a platformer like a standard Mario game. There are clues around already in what the toads are saying, but yes I want to change the pits in the first stage so they still let you drop into the areas below, just locked down so that you can't advance until Morton has first been beaten. Lava and other hazards will still reset back to the flags. Since there's an option to turn off all text, I do want to make sure that there will be visual clues for people that don't want to read.

There is a map already (you can even see the proposed level names if you squint really hard >_>), and someday there will be fast-travel options.

OwnerOfSuccuby Wrote:I do not like in his version that he put to many of things that do not use - it do not make game more interesting

Ivan-Aedler Wrote:Interesting enough, you should say this to my post too ;) Thats because I can improve all of this. I've had a lot of work last year, but it will not be hard to add PS Peach model Blargh uses. The last voting pool showed more than 30% wants PS Peach. And you should explain those 'things that may of no use'. ;)

Yes, there shouldn't be a problem adding Playshapes' Peach, since pretty much all of the shapes can be multi-swapped between versions without adjustments.

Stuff with no immediate use (maybe a random doll that can't be picked up or clicked on, or an X-naut wandering around in the Desert background) is still good because it gives the world population and background, and it can lead to foreshadowing. It can reinforce a theme and give variety to the theme as well, such as the coral in the underwater scenes that otherwise acts exactly like the green blocks. As long as something doesn't interfere with the overall impression of the area or break the player's immersion, it doesn't matter if it does nothing.

Ivan-Aedler Wrote:Hey Team ! Lets talk :P (its better NOT to disturb Phanto - dont click! Mostly when its moving!)
Puzzle: WHO is Phanto chasing?

QuizmasterBos Wrote:I think I know the answer! Is it the Lab X-naut walking left to right in the background?

I'll agree.
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Re: MiM (hacked) - Updated December 22, 2012

Postby Biles » Tue Jan 08, 2013 1:12 am

Ivan-Aedler Wrote:Merry Christmas, Blargh!

Blargh, if I create the PAULINE character and her dress (a red one, like Peach classic dress), could you add to MIM DO?
Reference:

Image


Ooh, is that dress canon?
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Re: MiM (hacked) - Updated December 29, 2012

Postby OwnerOfSuccuby » Tue Jan 08, 2013 1:17 am

I think all is good with Peach model in this version. In mim version the game style and art is different and may be his model is even better in his game.
It is 2 different kind of games i think - his version looks more like comedian - how the level was made and how charecter runs for example.
Standart version model is more like ... i do not know how to say it =))) So it is not criticism from my side. It is only opinion and subjective preferences :mrgreen:
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Re: MiM (hacked) - Updated December 22, 2012

Postby QuizmasterBos » Tue Jan 08, 2013 1:28 am

Biles Wrote:
Ivan-Aedler Wrote:Merry Christmas, Blargh!

Blargh, if I create the PAULINE character and her dress (a red one, like Peach classic dress), could you add to MIM DO?
Reference:

Image


Ooh, is that dress canon?

Nope, it's purely fan-made.
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Re: MiM (hacked) - Updated December 29, 2012

Postby Biles » Tue Jan 08, 2013 1:42 am

Darn, oh well no biggie. When I went to check out the Mario wiki page, I found out there's yet another babe in the Super Mario universe. So here's Captain Syrup!
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Re: MiM (hacked) - Updated October 12, 2012

Postby Ivan-Aedler » Tue Jan 08, 2013 1:52 am

Blargh Wrote:And you can already click on the throne in-game to activate it. >_>

I know, but when you click in the throne, a different screen appears (credits).
I'm asking about making that animation while in the game, like a normal sex scene ;) its nice to see her masturbating there while , say, toads, are looking at her ;)

Blargh Wrote:It could work as a developer level. >_> But what would Ivan be, just a hand? Wait, that'd actually work out pretty well. <_<

The hand of the Addams Family? (whops!) No, dont convince me! :o :lol:

Blargh Wrote:
QuizmasterBos Wrote:I think I know the answer! Is it the Lab X-naut walking left to right in the background?

I'll agree.

Blaaah, too easy :D

humbird0 Wrote:I don't think updating the graphics would cause any problems unless there is collision detection based directly on the existing graphics.
If it is a problem, you can convert the existing graphics into single-colored shapes, make them invisible, and use them for the collision while displaying the new graphics.
It's usually a good idea to use separate movieClips for hit-detection anyway. Just make sure they are inside of the blocks so you don't have to worry about their position if the move the block around.

Hey!!! I've discovered a thing!
Instead of invisible movie clips to make the ground collision, use invisible SHAPES themselves, contained into GROUPS. It makes the game faster and it uses less resources BUT it can increase FLA size (some kbytes anyway). I've had those 'level after level mangling', that is, level with GARBAGE from the last level because of excessive use of movie clips in the entire game. Making the ground just a 'large size MC' with 'tons of shapes themselves inside', with none or just a few of groups - just to organize those shapes better, avoiding them to overlap each other), that will optimize the game.

Biles Wrote:Darn, oh well no biggie. When I went to check out the Mario wiki page, I found out there's yet another babe in the Super Mario universe. So here's Captain Syrup!

Is the Captain Syrup the other girlfriend of Guybrush Threepwood? :twisted: (a monkey island joke)

Answers for OWNER OF SUCCUBY and BLARGH: Please click below.

Spoiler (click to show/hide):

OwnerOfSuccuby Wrote:Ammm it was a voting ? Where ? I did not understand you a lttle

There was a voting poll, but no problem anyway, PS peach will return soon.

OwnerOfSuccuby Wrote:I mean - for example - what is the breaking boxes in MiMs version for ? A lot of dialogs that do not let you jump and you need say ok ok - let me already start playing it :D (I was talking about it)

Many people like it. Not only because it was a lot of work to put these in, but as Blargh has said, it's there to give immersion. To make Peach gets fucked in a more Mario world ambiance. And some of those breaking boxes gives you coins. All of them give points. In MIM PUT, points can be used even for a future Hall of Fame, or to unlock scenes in the endings.

OwnerOfSuccuby Wrote:What is PS Peach ?

Default Peach style, from Playshapes, which Blargh uses.

OwnerOfSuccuby Wrote:I like when game is more simple - there are some things that i like in MiMs version - some kind of doors - you can enter and etc. It is good that you understand where to go. But i think some moments are a little to difficult and the motions algoritms was not suspected to make a lot of breaking objects and etc.

Of course, the more feature rich the game becomes, more complex it also becomes. But MIM PUT is a young game so far. It has less than 11 months of life, and its 100% programmed by me (one developer), that is, a lonely programmer who puts everything together, then tests it 10, 100, 1000 times (like Blargh). This make the development rate slow and prone to bugs. For about difficulties of the kind 'where I am?' 'where to go no', Its planned to have more info blocks to alert you, or toads (like Blargh did).

OwnerOfSuccuby Wrote:In this version i like that you can go averywhere, but it is a little strange that when you fall to water before boss you lose life and after get to the new stage

You have to explain that better. Which level? Where exactly? Its people like you that can help me and Blargh make a better game. I dont have a crystal ball :/

OwnerOfSuccuby Wrote:I think may be seporate it a little and make by stages for better understanding. And for example make a map - i will joke a little now:
1)First you go to boss and he say hi i did not se Mario and fuck Peach. She sleaps and se a dream of how the game ends and etc. (But i little do not like that it is a little to long and you need to press buttons in it ))))

I still prefer this to be a mistery. Players will know the beginning of the game, but not the end yet.

OwnerOfSuccuby Wrote:2)Then you go to home land - and what you need to do ? May be add some kind of menu when you click some where - for example it can say - "Hey Peach go to the toilet - it is a magikal pipe that let you get underwater world " or i do not know secret way to the ghost city in the storeroom"

When you beat the full game in the future, you will be able to use quick paths. Not during the normal game, because it will destroy gameplay. Trust me. Its like Shinobi Girl. You will only be able to see the full gallery and a quick way to go to all levels desired when you finish the game.

OwnerOfSuccuby Wrote:Go straight - kill boss Yes he is killed now go back we go go - no second roll characters i do not want to speak i am going home yahooo - go and fuck ! It is the wall here. What i have to do now ? :mrgreen:

As I've said, the game will have more clues (messages, toads, soundboxes). A faster way to kill/have sex directly will be done eventually, when you finish all the game for the first time.

OwnerOfSuccuby Wrote:I mean it is more interesting if you can understand where to go without reading a lot of NPC say to you. But if you can not read a little help some where - or for example Peach can say what is she doing and where she wants to go =)

I understand. A faster way to avoid the player to search the whole level for NPCs... It just require a variable like 'next_target', which will have a phrase attached to it (are you hearing, Blargh? ;) ) Example:

next_target=array ("I think I need to go to the castle", "Oh, I may need to ...fuck the next koopa", "I may need to jump on those pits").
Then, in a given area of the level, when Peach went to, say, AREA A, the next_target will increase by one. Peach then will say the phrase (like in a textballoon) if the player walks for more than 5 minutes without finding anything (just an idea, Blargh).

OwnerOfSuccuby Wrote:But it is only my opinion :mrgreen: Sorry for my bad English by the way :mrgreen: :roll:

No problem, really! I was worse than you in 1994.
Last edited by Ivan-Aedler on Tue Jan 08, 2013 4:53 pm, edited 3 times in total.
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Re: MiM (hacked) - Updated December 29, 2012

Postby OwnerOfSuccuby » Tue Jan 08, 2013 10:54 am

When you fall in hole before boss you lose 1 life after - get to underwater lvl - i think it is a little strange.
In ghost city it is the wall that do not let pass - one time it teleports me and game stop working but when i try to test it now it just do not let me pass so ma be it was some bug that only i have - may be press some hotkey and etc.
Some boxes do not let you walk normally - may be remove it or change it's position ?
A little bug in boom animation.

All other is fine as i think. And i do not understans about Peach charecter in game - now it is all good - i do not understand what Peach will return ... but it doesn't matter :mrgreen: :roll:
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Re: MiM (hacked) - Updated December 29, 2012

Postby Ivan-Aedler » Tue Jan 08, 2013 5:15 pm

OwnerOfSuccuby Wrote:When you fall in hole before boss you lose 1 life after - get to underwater lvl - i think it is a little strange.

"When you fall into that hole in the beginning (before meeting Morton in the first time), Peach loses a life (although, when she has 1 life, she doesnt lose anymore). But when you beat Morton, then get back to this area, she goes to the underground area. I think that's a little strange".

In fact, it is. Solutions for Blargh:

1. Put a bridge in those holes. Then, after Morton, that level will have those bridges broken (then the Toad dialog 'Bridge is out' will make more sense). And Blargh can do that easily, because of the way Blargh created that area (before and after Morton), just having to put the bridges and remove the blocks Peach had to jump before.
I may create a bridge model from SMW, then I can up to you, Blargh.

2. Make Peach go to these underground areas, but without any enemy, or make her go to a parallel underground area (actually its the same area but with rocks or anything that indicates its inacessible), then it will have a pipe or a quick way to return to the ground area.

3. Let it as is, but with a better explanation or any add on to make it better

4. Any other interesting idea
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Ivan-Aedler
 
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